[QUOTE=Shadowcat;339589]Like i said, i can appreciate the issues that they are having with full-holds. banning half of the skills in the game doesn’t seem like the way to go about fixing it.
The problem is that defense is too strong in the game, so why not give the defense side some handicaps instead, and take away most of the other restrictions. Since it is stopwatch, it doesnt matter how gimped the defense is, it just matters who wins faster. You could even make it so that it was almost impossible for defense to win and it would still be interesting to play and watch.
@wolf:
I’m not sure if I like the idea of forcing team dynamics. A big part of the game is all the different ways you can form a team and still win if you support each other. Watching BrinkTV, it was really interesting seeing team strategy. Some teams take 3 medics, others completely ignore soldier or engineer on defense. Still a better solution than banning half of the skills though, if it would work.
As it is, there is no reason to use Operative when you dont have a hack objective. Comms Hack, Homing Beacon, Cortex Bomb, EMP nade, and Firewall have no use with the rules they use. Hack Turret and control turret are of questionable use in 5v5. That leaves Operatives with Sticky bomb and Caltrops.
Even with no restrictions, a team is unlikely to ever choose the class unless they have to. So claiming that one of the abilities would be too strong on defense is a mute point, they are only going to be used if a team has to hack, and that is an offensive objective. Denying operatives the ability to throw an EMP nade at a turret guarding the hack box is going to cause more holds than it will prevent.[/QUOTE]
I think we both agree…that we want to buff offense and gimp defense… but no matter what way you cut it certain abilities will favor defense more than offense. It’s just the nature of things. Buffs are an example.
I feel that the restrictions currently aren’t necessarily there to buff offense or nerf defense and that’s the only thing that should be focused on. Getting it so that the offending team has an advantage of some sort.
For example I feel that EMP is catered more to offense than defense because defense would have to give up an engineer to get it(losing out on buffs(currently) and a mine) and you can still complete the objective while it’s under the effect of EMP. But turrets and mines are disabled by emp… so ya.
But something like adrenaline boost would be easier to utilize on defense to maximum efficiency while on offense it is significantly harder.